Relief Attempt Battle of the Bulge #35 |
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(Attacker) Germany | vs | United States (Attacker) |
Formations Involved | ||
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Germany | 276th Volksgrenadier Division | |
Germany | 986th Grenadier Regiment | |
United States | 9th "Phantom" Armored Division | |
United States | Army |
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Overall Rating, 4 votes |
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2.5
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Scenario Rank: --- of 940 |
Parent Game | Battle of the Bulge |
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Historicity | Historical |
Date | 1944-12-18 |
Start Time | 05:45 |
Turn Count | 26 |
Visibility | Day |
Counters | 76 |
Net Morale | 0 |
Net Initiative | 0 |
Maps | 2: 10, 9 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 99 |
AAR Bounty | 165 |
Total Plays | 4 |
Total AARs | 2 |
Battle Types |
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Urban Assault |
Conditions |
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Off-board Artillery |
Terrain Mods |
Scenario Requirements & Playability | |
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Battle of the Bulge | Base Game |
Introduction |
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Following the surrounding of Companies A, B, and C of 60th Armored Infantry Battalion, the commander of Combat Command Reserve of 9th Armored Division gathered what forces he had on the 17th and launched a relief attempt before dawn on the 18th. |
Conclusion |
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The relief attempt quickly ran afoul of the panzerfausts and anti-tank guns of the 986th Grenadier Regiment and in short order lost seven tanks. The Germans did not launch a counterattack because the division commander had been relieved and the new CO had not had time to evaluate his new command. It would take a day to get the division moving. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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3 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice." (Shad
on 2010 Dec 15)
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Brief Relief Attempt |
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The German 986th were dug in on the wooded ridge north of the US position. The US would need to break through these positions and exit to the north to earn a victory. The German need to deny the US incursion into their lines. Oddly, elements of the 9th Armored Division would not advance until a German approached. This seems unlikely to happen, unless the German is desperate and needed to earn a draw. At 0600, the US discovered that the German had set up his AT guns in a way that left an opening for US armor to advance into the German right flank. When it became clear that the US armor was moving that way, the German shifted some platoons to the west to intercept those units. Within an hour, the forces made contact, and most US armor units were being assaulted. By 0815, the German had eliminated 13 US steps, exceeding the nine required for victory. Two US units exited to the north, and another reduced platoon would likely make it soon. However, the US did not have enough mobile units left from Combat Command A to achieve their victory conditions. Since the Germans had achieved their victory, they were planning on remaining on the north ridge. They had no intention of moving south to stir up elements of the US 9th Armored Division staged east of the small town to the south. This was a quick German victory, and much like the historical outcome. |
0 Comments |
Battle of the Bulge # 35 | ||||||||||||
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This is another example of a scenario from Battle of the Bulge that has significant structural issues. It starts off as a major tease. The US player gets just about their entire toolbox of cool stuff to play with, but they are ultimately frozen on the south end of the map unless an unreasonable German player advances on them. Except for the M7s from the large group of 9th Armored, absolutely everything is irrelevant to the scenario. This leaves the Americans with just CCA, which must break through the dug in Germans on board 9 and exit 9 units of the north edge. This force is of course composed of, you guessed it, 9 units. This is entirely unreasonable, but they only have to force 3 units of the north edge while avoiding step losses to force a draw. This is the only reasonable thing that players can do here. So really all that happened was the Americans set out forward observers to pound the German lines for around 20 turns while the Germans recovered and displaced to plug holes. Eventually a weak enough spot was opened for the Americans to exit 7 units off the map and force a draw. There really isnt much to play out here. The final caveat though is that the US player must hide their mighty, frozen, armored force out of sight so that the German's cant slip in step losses via OBA on them. This unfortunately is not the only scenario to earn a "1" from BotB. This one stings even more because it looks like a fun, albeit onesided affair from the OOBs. Instead it turned out to be a one sided staring contest with some artillery going back and forth. |
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0 Comments |